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martinwltzko

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A member registered Dec 23, 2017 · View creator page →

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Thank you for playing. It was my first try at the incremental genre and I agree that the balancing is off. The starting is too slow and it ramps up way to quickly. Already updated the build for minor bug fixes, though it's probably gonna take a while to get the balancing just right.

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Didn't expect voice acting, though I really appreciate it. I had some issues (I think - it could well be designed as a mechanic) where I pushed the VIP when colliding with him during the fan protection. Took me some tries to finally get it right. Other than that, awesome work!

Super chill game. Somewhat slow in the beginning, especially for a survivor like where eupgrades happen every few seconds. That being said, I kinda like it that way. The art style, pacing, and lo-fi styled music give a unique take. You incorporated the theme also quite well. I enjoyed it thoroughly. Well done!

Extremely polished experience, well done! Throwing people around was fun and it was engaging while not being too difficult. Easy to pick up and go. My favourite of this jam so far.

Simple game, though well executed. And it's hard. Didnt manage to beat the timer as I struggles after the ball became invsible - and that is totally on me. Well done!

Creative take for this game. I think this game could benefit if every click you make had some kind of feedback (even a generic sound as others suggested). I also felt like the office part was a bit short. As soon as I started to remember where each item was, the game ended. Other than that, well done!

Thank you for your feedback. UI/UX is not my strong suit, though I might give it a try. I'll have to think about something to incentivise the player. It's a great suggestion, thanks! 

Interesting little experience. Did not find any real bugs on the windows build. Quite short, though you did well in this scope. One suggestion could be to make the enemies way faster. I did not felt overwhelmed at all and that might increase tension. 

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I liked the goofy art style. While the map is small I felt lost sometimes, not sure where to go to defend properly. It would be nice to have more frquent enemy indication (maybe even continuous indication). Otherwise, well done!

I like the idea, though - as other mentioned - it seems that the player cant get hit. It's a shame that this bug slipped in, I would like to actually experience the game as intended. Seems promising!

I liked the mood you created. While the audio was stuttering a bit, it still felt fitting. It felt like it was supposed to be there. The controls felt slightly off, as my brain is used to press space for jumping, though one gets used to it after a while. It was still fun to play and I thoroughly enjoyed it. P.S. is it actually possible to overcome the last jump without help? 

This game is clever. Well done! Almost thought I was stuck until I finally got it. Also fantastic onboarding - I never felt stuck. Awesome work!

I'm potentially spoiled, though I felt like an objective was missing. I just ran around and didn't notice that you could run into the art until I watched the video. Could be interesting to lean more towards this destruction aspect.  Perhaps a gallery split into multiple rooms where you "critique" all but one through destruction? Just an idea though. Overall an interesting entry!

I totally agree. The balancing is still not ideal and need some work. Thank you for playing, though!

Just finished it. I really liked the colour palette you used here and the game is honestly quite polished for only three days. Being honest, it felt kinda slow and after a while I just started to watch a video while holding D until I pushed this creature far enough. I think you could keep retention by making upgrades more active (e.g. through a shop at the beginning). You could also go all into this absurd scenario where game's entire lore resolves around no one being able to push this thing off the cliff. No one until the hero - the candle.Thats just a suggestion though, I enjoyed it!

Should probably make this clear in the tutorial or show a tooltip. You rotate turrets with Q and E. Thank you for playing, though!

I am aware of these issues. Uploads are currently blocked due to this being a game jam entry, though I will upload a fixed build in around a week. 

Can you clarify that? There is both, a web and a downloadable version for this project.

Thank you playing! I agree that building should be more prominent. Coudn't come up with a good solution for that in the given time. And the balancing is not ideal yet.

That's actually a great idea. I might give it a try and see where it leads. Thanks!

I'm blown away by just how much you managed to create in five days. Didn't finish it as the rating period is almost over, but you nailed the theme. Writing was good too! Awesome job!

Thank you for playing. You are absolutely right. Didn’t even notice that I left the right click in the build… my bad. Thank you for reminding me!

Sub 1 min is actually crazy for plains - you got some good RNG there. Didn’t pull this off myself without cheat-code abuse. I think I resolved most of these issues you brought up in the soon-to-be released post-jam version, though I’ll have to double-check that. Glad you enjoyed it!

Wow! Thank you for your thorough feedback. I‘ll make sure to include it into the updated version. Especially for the time freezing I’m totally on your side. Didn’t think of it originally but I agree that it would be a nice to have. The web version need some work too. May I ask which version you chose? You mentioned UI transitions, though the fullscreen effect didn’t seem to work on web (at least when I tested it).

Glad you liked it. I definitely have to make winning more obvious as it currently just opens the level selection screen with the updated time. Gonna add this too in the post-jam update!

Thats defnitely a herd of deers. Either that or it is just blazingly fast. I liked the atmosphere you created here. The voice acting was good too. Well done!

This really fit the theme. The controls felt smooth, though I found it easy to soft-lock myself and lose lots of progress. Especially in the copse-pit jenga tower section. Interesting idea!

Nice idea and well executed. The game felt easy at times, as there was no punishment on how many objects can be spawned. I Like it this way, though you could think of introducing  a par score similar how golf is structured, where some levels are par-2, meaning you really only need 2 objects to clear it. I think this could introduce a nice objective for players who are up for a challenge. Well done!

My absolute favourite so far. Platforming felt super fair, the critters all felt unique. Visually beautiful and a unique soundtrack (if im not mistaken) for each level. Im astouned how you pulled this up in just 5 days. Awesome!

Didn't really get far into the game but the visuals are impressive. Can't asses the game right now as I didn't experience everything you originally planned. Stoked where this will end up once you finished your vision!

Good use of the theme. Enjoyed it, though you could try to make the bullets considerably faster, as the game felt slow at times, Still lovely though, keep it up!

I like the atmosphere you created here, though I felt like the, what appears to be, linear narration clashed with the maze-like structure of the game world. I feel like there could be something to give some sense of direction, as I found myself walking in circles for most of the time, which is not obvious due to the barren look of the environment (that sets the right tone though). Though it could also be that this is clearly wanted as the player is the last seed, where in this case you did an awesome job relising you vision. I enjoyed it!

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I see were you were going with this game. As you said, you didn't flesh out the game though you could drastically imrove it if you would allow only collisions from roughly above. The main drawback currently is that you are hindered from progressing because the air above you is occupied most of the time. I feel like you could end up with a pretty good project if you try to do this. Keep it up!

Liked the art style, though I have to admit that I had not idea if my attacks were workign and how much HP I had left. The attack seemed to have a cooldown (if that red flashing was in fact a successful arttack), though the attack sound played everytime I attacked. My main suggestion would be to make this a lot more pronounced. Otherwise, well done!

Don't know how you did it, but the movement was on point. I really enjoyed you game and the music fits in perfectly. Well done!

Awesome game. The humour was on point and everything felt super polished. I got skill checked though, so I guess I won't get her number any time soon. Keep it up! Great work!

Loved the opening scene. The controls were something I had to get accustumed to. It felt like there wasd a disconnect between gound and air movement, where movement in the air felt extremely floaty and movement on ground responsive and quick. You could try to connect both worlds as it would make the game som much more fun to play. I enjoyed it nevertheless!

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Love the game art. Coupled with music and sound effects it feels polished and good to play. Awesome work there. Some form of a progression indicator or different attack patterns unique to the creatures would be nice to have though. Otherwise, well done!

Great pixel art and cool idea. I couldn't continue your game after I became the grasshopper, as the controls felt not responsive and button presses were often times ignored. If you decide to update this gamne post ja,, I'm willing to try it again to see what all the fuss in the commetns is about. It feels like it could be a good game.